US20140342319A1 - Educational Game for Math - Google Patents

Educational Game for Math Download PDF

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Publication number
US20140342319A1
US20140342319A1 US14/203,555 US201414203555A US2014342319A1 US 20140342319 A1 US20140342319 A1 US 20140342319A1 US 201414203555 A US201414203555 A US 201414203555A US 2014342319 A1 US2014342319 A1 US 2014342319A1
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player
game
dice
numbers
player area
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US14/203,555
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Alvin R. Wirthlin
Douglas J. Wirthlin
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Individual
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00006Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00173Characteristics of game boards, alone or in relation to supporting structures or playing piece
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B19/00Teaching not covered by other main groups of this subclass
    • G09B19/02Counting; Calculating
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00006Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
    • A63F2003/00009Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track with an intersection in the track
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0457Geographical or like games ; Educational games concerning science or technology, e.g. geology, chemistry, statistics, computer flow charts, radio, telephone
    • A63F2003/046Mathematics
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/04Dice; Dice-boxes; Mechanical dice-throwing devices
    • A63F9/0415Details of dice, e.g. non-cuboid dice
    • A63F2009/0437Details of dice, e.g. non-cuboid dice twelve-sided

Definitions

  • the present invention relates generally to educational games, and more particularly to an educational game for learning or reviewing math tables.
  • an interactive educational game comprises a landscape with a first player area and a second player area; a border extending between the first and second player areas; a plurality of predefined spaces associated with each player area; a plurality of game pieces associated with each player area for location on the predefined spaces; and at least two dice with a plurality of numbers thereon. The two dice are added, subtracted or multiplied during play to determine which game pieces remain on the landscape.
  • a method for learning mathematical tables comprises providing a landscape having a first player area and a second player area with predefined spaces associated with each player area; positioning a plurality of game pieces on the predefined spaces of the first and second player area; advancing a first game piece of one player area towards a second game piece on the second player area; challenging the second game piece by randomly generating two independent numbers then performing addition, subtraction, multiplication, or other mathematical operation between the two numbers for each player; and removing one of the first and second game pieces from the landscape when the mathematical operations yield first and second calculated numbers, with one of the calculated numbers being inferior to the other of the calculated numbers.
  • FIG. 1 is a top isometric view of a gameboard populated with game pieces in accordance with the invention
  • FIG. 2 is a top plan view of the gameboard of FIG. 1 ;
  • FIG. 3 is an enlarged isometric view of a portion of the gameboard with game pieces.
  • the math game 10 includes a gameboard 12 with different game pieces 14 , 16 , 18 , 20 , and 21 stylized in different colors so as to distinguish between the game pieces of the different players.
  • the game pieces 14 , 16 , 18 , 20 , and 21 are embodied as three-dimensional bodies with a letter at the top of each body for representing the different titles of the game pieces. For an exemplary medieval theme or time period, and as best shown in FIG.
  • the game piece 14 includes an “A” at the top thereof representing an archer; the game piece 16 has a W at the top thereof representing a woman warrior; the game piece 18 has a “Z” at the top thereof representing a wizard; the game piece 20 has a “K” at the top thereof representing a mounted knight; and the game piece 21 has a “F” at the top thereof representing a foot soldier.
  • the game pieces 14 , 16 , 18 , 20 , and 21 are represented as simplistic figures, it will be understood that they may be embodied as three-dimensional molded figurines that have the appearance of the above-mentioned titles or any other name, title or theme as long as the game can be carried out with such game pieces.
  • game pieces can be in the form of two-dimensional figurines cut out of cardstock or the like with separate bases for holding the figurines upright.
  • the game can be played with any type of distinguishable game pieces and themes without departing from the spirit and scope of the invention.
  • the gameboard 12 in accordance with an exemplary embodiment of the invention includes a divider or border 22 for separating a first kingdom or play area 24 of a first player (not shown) and a second kingdom or play area 26 of a second player (not shown).
  • the divider 22 in this embodiment comprises a river, but may be embodied as a fence, wall, hedges, or other structure without departing from the spirit and scope of the invention.
  • One or more bridges or passages 28 connect the two play areas 24 and 26 .
  • Each area 24 , 26 includes a plurality of spaces 30 for strategically positioning the game pieces 14 , 16 , 18 , 20 , and 21 of each player thereon.
  • the spaces 30 can be square, circular or of any other shape.
  • a first protected space 32 is located in the first play area 24 and a second protected space 34 is located in the second play area.
  • the first and second protected spaces are surrounded by mote spaces or bridges 31 .
  • a castle 36 may be placed on each of the protected areas 32 , 34 .
  • a flag 38 is preferably associated with each castle 36 .
  • each castle may be surrounded by a mote and one or more bridges traversing the mote for gaining access to the castle. Please refer to the provisional application referenced herein that shows motes and bridges that connect with the castle.
  • Areas 35 between the spaces 30 can be landscaped, forested, or include other two-dimensional imagery or three-dimensional parts to make it clear that the game pieces cannot traverse the areas but must stay on the spaces 30 or bridges 28 at all times.
  • gameboard can have a wide variety of different layouts, configurations, spaces, areas, and/or themes without departing from the spirit and scope of the invention.
  • gameboard may be representative of other themes, time periods, scenarios, and so on, without departing from the spirit and scope of the invention.
  • the objective of the game is to capture the flag of the opposing kingdom 24 or 26 by combating archers 14 , women warriors 16 , wizards 18 , knights 20 , and foot soldiers 21 along the way.
  • combat occurs when opposing game pieces land on the same space 30 .
  • Two twelve-sided die 40 and/or two six sided die 42 or a combination of a 12-sided dice 42 and a six-sided dice 42 are rolled and the numbers are either added, subtracted or multiplied together depending on the game mode. It will be understood that more or less than two die can be used and that dice with various numbers of faces can be used without departing from the spirit and scope of the invention.
  • Each player strategically places his or her game pieces 14 , 16 , 18 , 20 , and 21 on the spaces 30 behind the river 22 which divides the kingdoms 24 , 26 .
  • the player's flag 38 is placed at the center of the castle 36 .
  • Some game pieces can be placed on the spaces 30 or bridges (not shown) surrounding the castle to guard the flag while other pieces can be strategically placed near the river 22 to attack the opposing player's pieces.
  • Each piece must be placed on a separate space and no two pieces belonging to the same player can occupy the same space 30 .
  • the game pieces may not be located on the bridges 28 over the river 22 during setup.
  • Each player is given three Life Tokens 44 that can be used to restore the life of the Wizard 18 up to three times during play.
  • the wizard thus has a total of four lives. It will be understood that more or less life tokens can be used and that the life tokens can be eliminated without departing from the spirit and scope of the invention.
  • each player rolls the two twelve-sided die 40 , the two six-sided die 42 , or a combination thereof ( 40 , 42 ) as previously discussed.
  • the player will add, multiply, or subtract the numbers on the two die. The player with the largest calculated number moves first.
  • Foot Soldiers 21 and Women Warriors 16 can move only one space 30 at a time.
  • Archers 14 can move up to two spaces 30 at a time.
  • Knights 20 can move up to three spaces 30 at a time.
  • Wizards 18 can move up to four spaces 30 at a time.
  • the game pieces can be arranged to move more or less spaces than described in the exemplary embodiment.
  • Archers, Knights and Wizards can pass other game pieces of the same player. No two game pieces of the same player can occupy the same space. For example, if a knight 20 occupies a space 30 next to a foot soldier 21 of the same player, the knight may move two or three spaces by passing the foot soldier and continues until the desired number of spaces (up to three) is reached. In this exemplary embodiment, all bridges count as a single space.
  • a game piece of one player cannot pass the game piece of the opposing player without challenging the opposing player's game piece.
  • the game pieces of both players may move forward and backward to attack, retreat, or defend. Diagonal moves between spaces are allowed. However, game pieces may not pass across any forested or landscape areas to get to another space.
  • the player gives up one of the Life Tokens 44 and both players roll the dice again. If the losing piece is again the Wizard, then another Life Token 44 is given up. This can be repeated until all Life Tokens are used up. If all of the Life Tokens have been surrendered, then the Wizard is removed from the board and can no longer be played. If however the Wizard is the winning piece, the losing game piece is taken from the board and can no longer be played. The Wizard 18 does not gain back the Life Tokens it lost during battle.
  • the player who rolled the highest calculated number takes a turn by moving one of its game pieces, no matter which player's turn was last.
  • each player rolls two of the selected dice 40 and/or 42 .
  • the players will add the numbers on the two dice from their respective rolls. The player with the largest number moves first.
  • the player When a game piece of one player reaches the mote 31 of another player, the player must first wait a turn then roll the dice before proceeding. For example, the combination of dice when added must be equal to or greater than a sum of 16 in order to cross the mote. If the number is less than 16, the player is free to move another game piece. When the game piece crosses the mote after rolling a sum of 16 or higher, the player must wait another turn before rolling the dice. In order to enter the castle and capture the flag, the combination of dice when added must be equal to or greater than a sum of 20. It will be understood that other sums can be used without departing from the spirit and scope of the invention.
  • each player rolls the two twelve-sided dice.
  • the players will subtract the lower number from the higher number on the two dice from their respective rolls. The player with the largest difference moves first.
  • each player rolls the two twelve-sided dice.
  • the players will multiply the numbers on the two dice from their respective rolls. The player with the largest multiple moves first.
  • the player When a game piece of one player reaches the mote 31 of another player, the player must first wait a turn then roll the dice before proceeding.
  • the combination of dice when multiplied must be equal to or greater than 72 in order to cross the mote. If the multiple is less than 72, the player is free to move another game piece. When the game piece crosses the mote after rolling a multiple of 72 or higher, the player must wait another turn before rolling the dice. In order to enter the castle and capture the flag, the combination of dice when multiplied must be equal to or greater than 108. It will be understood that other numbers can be used for crossing the mote and entering the castle without departing from the spirit and scope of the invention.
  • the player When a game piece of one player reaches the mote of another player, the player must first wait a turn then roll the dice before proceeding. The player must roll at least an 8 in order to cross the mote. If the number is less than 8, the player is free to move another game piece. When the game piece crosses the mote after rolling at least an 8, the player must wait another turn before rolling the dice. In order to enter the castle and capture the flag, the player must roll at least a 10. It will be understood that other numbers can be used for crossing the mote and entering the castle without departing from the spirit and scope of the invention.
  • portions of the game board or landscape may be blocked by a player when certain events have been triggered, such as rolling doubles, rolling the same number as the opposing player, rolling two numbers in series, exchanging a life token for a landscape token, and so on.
  • a landscape token which may carry the image of a broken or burned bridge, a broken or missing cobblestone (space), and so on, can be strategically placed by one player in an attempt to block advancement of the opposing player's game pieces.
  • the game has been described and shown for two players, it will be understood that the game may be modified for only one player or more than two players.
  • the gameboard and game pieces can be embodied as a computer program, computer-operated media, an application for various operating systems, an embedded system and/or program located within the volatile or non-volatile memory associated with a processor and display, and so on, without departing from the spirit and scope of the invention.
  • a multi-faceted dice with mathematical symbols on each face for adding subtracting, multiplying, etc. can be provided.

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  • Business, Economics & Management (AREA)
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Abstract

A board game and method for learning mathematical tables includes providing a landscape having a first player area and a second player area with predefined spaces associated with each player area; positioning a plurality of game pieces on the predefined spaces of the first and second player area; advancing a first game piece of one player area towards a second game piece on the second player area; challenging the second game piece by randomly generating two independent numbers then performing addition, subtraction, multiplication, or other mathematical operation between the two numbers for each player; and removing one of the first and second game pieces from the landscape when the mathematical operations yield first and second calculated numbers, with one of the calculated numbers being inferior to the other of the calculated numbers.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • This application claims the benefit of Provisional Application No. 61/775,586 filed on Mar. 10, 2013, the disclosure of which is hereby incorporated by reference.
  • BACKGROUND OF THE INVENTION
  • The present invention relates generally to educational games, and more particularly to an educational game for learning or reviewing math tables.
  • Seldom is math a favorite subject for young grade school students, quite simply because it has been, for the most part, uninteresting. Homework has never been a fun way to practice math for most young students. The rote memorization of addition and multiplication tables has been a challenge for a very long time with little change in the manner in which math tables can be learned. Recent studies and tests have placed the United States at the 31st place in the world and, considering the significant decreases in both engineering and math graduates from universities, in the United States, there remains a need to help young students find enjoyment and perhaps even excitement with math while learning math tables in a less intimidating way.
  • It would therefore be desirable to provide a system, method, and apparatus for increasing math skills that overcome disadvantages of prior art methods.
  • SUMMARY OF THE INVENTION
  • In accordance with one feature of the invention, an interactive educational game comprises a landscape with a first player area and a second player area; a border extending between the first and second player areas; a plurality of predefined spaces associated with each player area; a plurality of game pieces associated with each player area for location on the predefined spaces; and at least two dice with a plurality of numbers thereon. The two dice are added, subtracted or multiplied during play to determine which game pieces remain on the landscape.
  • In accordance with another feature of the invention, a method for learning mathematical tables comprises providing a landscape having a first player area and a second player area with predefined spaces associated with each player area; positioning a plurality of game pieces on the predefined spaces of the first and second player area; advancing a first game piece of one player area towards a second game piece on the second player area; challenging the second game piece by randomly generating two independent numbers then performing addition, subtraction, multiplication, or other mathematical operation between the two numbers for each player; and removing one of the first and second game pieces from the landscape when the mathematical operations yield first and second calculated numbers, with one of the calculated numbers being inferior to the other of the calculated numbers.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The following detailed description of the preferred embodiments of the present invention will be best understood when considered in conjunction with the accompanying drawings, wherein like designations denote like elements throughout the drawings, and wherein:
  • FIG. 1 is a top isometric view of a gameboard populated with game pieces in accordance with the invention;
  • FIG. 2 is a top plan view of the gameboard of FIG. 1;and
  • FIG. 3 is an enlarged isometric view of a portion of the gameboard with game pieces.
  • It is noted that the drawings are intended to depict only typical embodiments of the invention and therefore should not be considered as limiting the scope thereof. It is further noted that the drawings are not necessarily to scale. The invention will now be described in greater detail with reference to the accompanying drawings.
  • DETAILED DESCRIPTION OF THE INVENTION
  • Referring to the drawings, and to FIGS. 1-3 in particular, an educational math game 10 in accordance with an exemplary embodiment of the invention is illustrated. As embodied, the math game 10 includes a gameboard 12 with different game pieces 14, 16, 18, 20, and 21 stylized in different colors so as to distinguish between the game pieces of the different players. The game pieces 14, 16, 18, 20, and 21 are embodied as three-dimensional bodies with a letter at the top of each body for representing the different titles of the game pieces. For an exemplary medieval theme or time period, and as best shown in FIG. 3, the game piece 14 includes an “A” at the top thereof representing an archer; the game piece 16 has a W at the top thereof representing a woman warrior; the game piece 18 has a “Z” at the top thereof representing a wizard; the game piece 20 has a “K” at the top thereof representing a mounted knight; and the game piece 21 has a “F” at the top thereof representing a foot soldier. Although the game pieces 14, 16, 18, 20, and 21 are represented as simplistic figures, it will be understood that they may be embodied as three-dimensional molded figurines that have the appearance of the above-mentioned titles or any other name, title or theme as long as the game can be carried out with such game pieces. Moreover, game pieces can be in the form of two-dimensional figurines cut out of cardstock or the like with separate bases for holding the figurines upright. Thus, the game can be played with any type of distinguishable game pieces and themes without departing from the spirit and scope of the invention.
  • With particular reference to FIG. 2, the gameboard 12 in accordance with an exemplary embodiment of the invention includes a divider or border 22 for separating a first kingdom or play area 24 of a first player (not shown) and a second kingdom or play area 26 of a second player (not shown). The divider 22 in this embodiment comprises a river, but may be embodied as a fence, wall, hedges, or other structure without departing from the spirit and scope of the invention. One or more bridges or passages 28 connect the two play areas 24 and 26. Each area 24, 26 includes a plurality of spaces 30 for strategically positioning the game pieces 14, 16, 18, 20, and 21 of each player thereon. The spaces 30 can be square, circular or of any other shape. A first protected space 32 is located in the first play area 24 and a second protected space 34 is located in the second play area. The first and second protected spaces are surrounded by mote spaces or bridges 31. As shown in FIG. 1, for the exemplary medieval theme, a castle 36 may be placed on each of the protected areas 32, 34. A flag 38 is preferably associated with each castle 36. Although not shown, each castle may be surrounded by a mote and one or more bridges traversing the mote for gaining access to the castle. Please refer to the provisional application referenced herein that shows motes and bridges that connect with the castle. Areas 35 between the spaces 30 can be landscaped, forested, or include other two-dimensional imagery or three-dimensional parts to make it clear that the game pieces cannot traverse the areas but must stay on the spaces 30 or bridges 28 at all times.
  • Although a particular layout of the gameboard is shown, it will be understood that the gameboard can have a wide variety of different layouts, configurations, spaces, areas, and/or themes without departing from the spirit and scope of the invention. For example, although castles 36 are shown for the exemplary medieval theme as described above, it will be understood that the gameboard may be representative of other themes, time periods, scenarios, and so on, without departing from the spirit and scope of the invention.
  • The following description sets forth exemplary game pieces and modes of play, it being understood that different modes of play can be implemented and that game pieces having different shapes, designs, themes, and so on, as well as the particular number of game pieces in a game, can be used without departing from the spirit and scope of the invention.
  • Game Objectives
  • The objective of the game is to capture the flag of the opposing kingdom 24 or 26 by combating archers 14, women warriors 16, wizards 18, knights 20, and foot soldiers 21 along the way. Combat occurs when opposing game pieces land on the same space 30. Two twelve-sided die 40 and/or two six sided die 42 or a combination of a 12-sided dice 42 and a six-sided dice 42 are rolled and the numbers are either added, subtracted or multiplied together depending on the game mode. It will be understood that more or less than two die can be used and that dice with various numbers of faces can be used without departing from the spirit and scope of the invention.
  • General Game Rules Game Setup
  • Each player strategically places his or her game pieces 14, 16, 18, 20, and 21 on the spaces 30 behind the river 22 which divides the kingdoms 24, 26. The player's flag 38 is placed at the center of the castle 36. Some game pieces can be placed on the spaces 30 or bridges (not shown) surrounding the castle to guard the flag while other pieces can be strategically placed near the river 22 to attack the opposing player's pieces. Each piece must be placed on a separate space and no two pieces belonging to the same player can occupy the same space 30. The game pieces may not be located on the bridges 28 over the river 22 during setup. Each player is given three Life Tokens 44 that can be used to restore the life of the Wizard 18 up to three times during play. The wizard thus has a total of four lives. It will be understood that more or less life tokens can be used and that the life tokens can be eliminated without departing from the spirit and scope of the invention.
  • Getting Started
  • When the game is first started, each player rolls the two twelve-sided die 40, the two six-sided die 42, or a combination thereof (40, 42) as previously discussed. Depending on the game mode, the player will add, multiply, or subtract the numbers on the two die. The player with the largest calculated number moves first.
  • Moving Pieces
  • In accordance with an exemplary embodiment of the invention, Foot Soldiers 21 and Women Warriors 16 can move only one space 30 at a time. Archers 14 can move up to two spaces 30 at a time. Knights 20 can move up to three spaces 30 at a time. Wizards 18 can move up to four spaces 30 at a time. It will be understood that the game pieces can be arranged to move more or less spaces than described in the exemplary embodiment. Archers, Knights and Wizards can pass other game pieces of the same player. No two game pieces of the same player can occupy the same space. For example, if a knight 20 occupies a space 30 next to a foot soldier 21 of the same player, the knight may move two or three spaces by passing the foot soldier and continues until the desired number of spaces (up to three) is reached. In this exemplary embodiment, all bridges count as a single space.
  • A game piece of one player cannot pass the game piece of the opposing player without challenging the opposing player's game piece. The game pieces of both players may move forward and backward to attack, retreat, or defend. Diagonal moves between spaces are allowed. However, game pieces may not pass across any forested or landscape areas to get to another space.
  • Challenging the Opposing Game Piece
  • When a game piece lands on a space occupied by an opposing game piece, including a bridge, the player that has moved the game piece first rolls both dice and, depending on the game mode, either adds both numbers, subtracts the lowest number from the highest number, or multiplies both numbers together. The opposing player then rolls both dice and does the same. The player with the largest calculated number wins the space and the losing piece is removed from the board and can no longer be played. In the event that the players roll the same calculated number, the players will roll again to determine the highest calculated number.
  • If the losing piece is the Wizard 18, the player gives up one of the Life Tokens 44 and both players roll the dice again. If the losing piece is again the Wizard, then another Life Token 44 is given up. This can be repeated until all Life Tokens are used up. If all of the Life Tokens have been surrendered, then the Wizard is removed from the board and can no longer be played. If however the Wizard is the winning piece, the losing game piece is taken from the board and can no longer be played. The Wizard 18 does not gain back the Life Tokens it lost during battle.
  • The player who rolled the highest calculated number takes a turn by moving one of its game pieces, no matter which player's turn was last.
  • Winning the game
  • When a game piece of one player reaches the mote spaces 31 of another player, the player must first wait a turn then roll the dice before proceeding. The combination of dice when added, subtracted, or multiplied must be equal to or greater than a minimum number in order to cross the mote. When the game piece crosses the mote, the player must wait another turn before rolling the dice. The combination of dice when added, subtracted, or multiplied must be equal to or greater than a minimum number in order to enter the castle and capture the flag. See the particular game modes below for exemplary minimum numbers needed to cross the mote and to capture the flag.
  • Addition Mode Getting Started
  • When the game is first started, each player rolls two of the selected dice 40 and/or 42. The players will add the numbers on the two dice from their respective rolls. The player with the largest number moves first.
  • Challenging the Opposing Game Piece
  • When a game piece lands on a space occupied by an opposing game piece, the player that has moved the game piece first rolls both dice and adds both numbers together. The opposing player then rolls both dice and does the same. The player with the largest sum wins the space and the losing piece is removed from the board. The player who rolled the highest combination takes a turn by moving one of its game pieces, no matter which player's turn was last.
  • Winning the Game
  • When a game piece of one player reaches the mote 31 of another player, the player must first wait a turn then roll the dice before proceeding. For example, the combination of dice when added must be equal to or greater than a sum of 16 in order to cross the mote. If the number is less than 16, the player is free to move another game piece. When the game piece crosses the mote after rolling a sum of 16 or higher, the player must wait another turn before rolling the dice. In order to enter the castle and capture the flag, the combination of dice when added must be equal to or greater than a sum of 20. It will be understood that other sums can be used without departing from the spirit and scope of the invention.
  • Subtraction Mode Getting Started
  • When the game is first started, each player rolls the two twelve-sided dice. The players will subtract the lower number from the higher number on the two dice from their respective rolls. The player with the largest difference moves first.
  • Challenging the Opposing Game Piece
  • When a game piece lands on a space occupied by an opposing game piece, the player that has moved the game piece first rolls both dice and subtracts the lower number from the higher number. The opposing player then rolls both dice and does the same. The player with the largest difference wins the space and the losing piece is removed from the board. The player who rolled the highest combination takes a turn by moving one of its game pieces, no matter which player's turn was last.
  • Winning the game
  • When a game piece of one player reaches the mote 31 of another player, the player must first wait a turn then roll the dice before proceeding. The combination of dice when subtracted must be equal to or greater than a difference of 7 in order to cross the mote. If the number is less than 7, the player is free to move another game piece. When the game piece crosses the mote after rolling a difference of 7 or higher, the player must wait another turn before rolling the dice again. In order to enter the castle and capture the flag, the combination of dice when subtracted must be equal to or greater than a difference of 9. It will be understood that other numbers can be used for crossing the mote and entering the castle without departing from the spirit and scope of the invention.
  • Multiplication Mode Getting Started
  • When the game is first started, each player rolls the two twelve-sided dice. The players will multiply the numbers on the two dice from their respective rolls. The player with the largest multiple moves first.
  • Challenging the Opposing Game Piece
  • When a game piece lands on a space occupied by an opposing game piece, the player that has moved the game piece first rolls both dice and multiplies both numbers together. The opposing player then rolls both dice and does the same. The player with the largest multiple wins the space and the losing piece is removed from the board. The player who rolled the highest multiple takes a turn by moving one of its game pieces, no matter which player's turn was last.
  • Winning the Game
  • When a game piece of one player reaches the mote 31 of another player, the player must first wait a turn then roll the dice before proceeding. The combination of dice when multiplied must be equal to or greater than 72 in order to cross the mote. If the multiple is less than 72, the player is free to move another game piece. When the game piece crosses the mote after rolling a multiple of 72 or higher, the player must wait another turn before rolling the dice. In order to enter the castle and capture the flag, the combination of dice when multiplied must be equal to or greater than 108. It will be understood that other numbers can be used for crossing the mote and entering the castle without departing from the spirit and scope of the invention.
  • Single Dice Mode Getting Started
  • When the game is first started, each player rolls just one of the twelve-sided dice. The player with the largest number moves first.
  • Challenging the Opposing Game Piece
  • When a game piece lands on a space occupied by an opposing game piece, the player that has moved the game piece first rolls the single dice. The opposing player then rolls the single dice. The player with the largest number wins the space and the losing piece is removed from the board. The player who rolled the largest number takes a turn by moving one of its game pieces, no matter which player's turn was last.
  • Winning the Game
  • When a game piece of one player reaches the mote of another player, the player must first wait a turn then roll the dice before proceeding. The player must roll at least an 8 in order to cross the mote. If the number is less than 8, the player is free to move another game piece. When the game piece crosses the mote after rolling at least an 8, the player must wait another turn before rolling the dice. In order to enter the castle and capture the flag, the player must roll at least a 10. It will be understood that other numbers can be used for crossing the mote and entering the castle without departing from the spirit and scope of the invention.
  • It will be understood that the above playing modes are given by way of example only, and can vary in the type of dice being used, the quantity of dice being used, the numbers required to cross the mote and breach the castle wall, and so on. It will be further understood that other playing modes, characters, tokens, and so on, can be implemented, besides those described above, without departing from the spirit and scope of the invention.
  • In accordance with a further embodiment of the invention, portions of the game board or landscape may be blocked by a player when certain events have been triggered, such as rolling doubles, rolling the same number as the opposing player, rolling two numbers in series, exchanging a life token for a landscape token, and so on. By way of example, a landscape token, which may carry the image of a broken or burned bridge, a broken or missing cobblestone (space), and so on, can be strategically placed by one player in an attempt to block advancement of the opposing player's game pieces.
  • It will be understood that the term “preferably” as used throughout the specification refers to one or more exemplary embodiments of the invention and therefore is not to be interpreted in any limiting sense.
  • It will be appreciated by those skilled in the art that changes could be made to the embodiments described above without departing from the broad inventive concept thereof. For example, although the game has been described and shown for two players, it will be understood that the game may be modified for only one player or more than two players. It will be further understood that the gameboard and game pieces can be embodied as a computer program, computer-operated media, an application for various operating systems, an embedded system and/or program located within the volatile or non-volatile memory associated with a processor and display, and so on, without departing from the spirit and scope of the invention. In accordance with yet a further embodiment of the invention, a multi-faceted dice with mathematical symbols on each face for adding subtracting, multiplying, etc. can be provided. In this embodiment, two numbered dice and one mathematical symbol dice can be rolled at the same time and the numbers from the two numbered dice calculated in accordance with the mathematical symbol dice. It will be understood, therefore, that this invention is not limited to the particular embodiments disclosed, but is intended to cover modifications within the spirit and scope of the present invention as defined by the appended claims.

Claims (2)

I/we claim:
1. An interactive educational game comprising:
a landscape with a first player area and a second player area;
a border extending between the first and second player areas;
a plurality of predefined spaces associated with each player area;
a plurality of game pieces associated with each player area for location on the predefined spaces; and
at least two dice with a plurality of numbers thereon;
wherein the two dice are added, subtracted or multiplied during play to determine which game pieces remain on the landscape.
2. A method for learning mathematical tables comprising:
providing a landscape having a first player area and a second player area with predefined spaces associated with each player area;
positioning a plurality of game pieces on the predefined spaces of the first and second player area;
advancing a first game piece of one player area towards a second game piece on the second player area;
challenging the second game piece by randomly generating two independent numbers then performing addition, subtraction, multiplication, or other mathematical operation between the two numbers for each player; and
removing one of the first and second game pieces from the landscape when the mathematical operations yield first and second calculated numbers, with one of the calculated numbers being inferior to the other of the calculated numbers.
US14/203,555 2013-03-10 2014-03-10 Educational Game for Math Abandoned US20140342319A1 (en)

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US20170216715A1 (en) * 2014-08-04 2017-08-03 Anindita Toy Company (P) Ltd. Board game and method of playing the board game
US20180082608A1 (en) * 2016-09-22 2018-03-22 James Moran Educational dice system
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US20180082608A1 (en) * 2016-09-22 2018-03-22 James Moran Educational dice system
US20190151747A1 (en) * 2017-11-17 2019-05-23 John O. Idemudia Mathematical board game

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